I am begging the 3D industry: can we please, please stop calling these DirectX and OpenGL. These are left- and right-handed tangent space normal maps.
DirectX and OpenGL are graphics APIs. They do not determine your coordinate system or tangent orientation/handedness.
The future of graphics programming is one where these un-necessary abstractions to get data to shaders is removed, and we only care about raw data and pointer arithmetic.
dunno why everyone is calling it "ideation" these days. we had a perfectly sane and reasonable and in no way weird term for this already: "brainstorming"
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method

Chase Mayer, Ulf Assarsson, Erik Sintorn
Paper: https://t.co/H4ytv7ddLw
Code (MIT): https://t.co/rMOycSo5hZ
Abstract
We introduce a novel screen-space refraction method that replaces standard ray marching with Newton’s method for root finding. For each pixel, we define a function as the difference between the refracted ray depth and the G-buffer depth, and iteratively refine the intersection using the tangent plane of the current G-buffer point. This achieves rapid convergence, typically within only a few iterations, thereby reducing per-pixel cost. We further analyze common failure cases, such as depth discontinuities or poor initial guesses, and propose practical strategies to detect and then mitigate or resolve them. We also demonstrate our approach on refracted light rays to accelerate screen-space caustics.
@FFmpeg Could you please also fragment the release builds into at least 20 executables in a nested interdependent directory structure of >= 657 files? Having a single exe that just does its job well is disconcerting. I'm much more comfortable when I don't know what's happening.
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I've been reverse engineering Apple's, ARM's, and ImgTec's hardware image compression formats. ARM's AFRC is the clear winner, but does native hardware compression make real-time texture encoding obsolete?
https://t.co/goDn1E5U27
Finally! All of that for just showing a dynamic illustration in app!
Bunch of algorithms was implemented for this dynamic illustration.
WIP version available (https://t.co/4ZMIat8pqU no LaTeX yet!)
Depends on ImPlatform for custom shaders https://t.co/mKI1Rn2HUF
1/4
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
This is a very narrow view. Software did not just destroy multiple orders of magnitude of performance improvements in hardware. We also made the user experience much, much worse. You're welcome.